Unity-TrackedKeyboard AGENTS.md

Project instructions for a Unity sample that demonstrates tracked physical-keyboard input in mixed reality and virtual reality on Meta Quest headsets.

In plain words
What is it for?
Use them when setting up, building, or changing the tracked-keyboard sample, including its scenes, input bindings, packages, and Quest keyboard tracking.
Why use it?
They point developers to the authoritative setup files and explain device-specific requirements, reducing confusion when building or modifying the sample.

Instructions file for CodexOpenCode

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add instructions/oculus-samples/unity-trackedkeyboard/agents-md
Clone the repo
git clone --depth 1 https://github.com/oculus-samples/Unity-TrackedKeyboard

Made for: Codex, OpenCode.

Per session 889 This file is loaded in full into every session.
When invoked 889 The same file — it is already loaded in full.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
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What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00889 $0.00889
Opus 5 $0.00445 $0.00445
Sonnet 5 $0.00178 $0.00178
Haiku 4.5 $0.00089 $0.00089

Measured 2d ago against content hash 1ffcfb6183aa, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

Unity-TrackedKeyboard AGENTS.md scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

AGENTS.md · 41 lines

How it starts

The opening of the file, as written. The whole thing — 41 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Agent Instructions — Tracked Keyboard Sample

Unity sample for the tracked-keyboard feature, demonstrating best-practice UX for text input across MR and VR with 2D / 3D keyboard visualization, desk / passthrough toggles, and tracking-status feedback.

Source-of-truth files (read these first, do not duplicate their contents in this file)

For setup, build steps, SDK versions, and project layout, read:

  • README.md — official setup, the "Integrating Tracked Keyboard within Your Own Project" walkthrough, and the known-limitations list
  • ProjectSettings/ProjectVersion.txt — Unity editor version
  • Packages/manifest.json — Unity package versions (Interaction SDK, MR Utility Kit, TextMesh Pro)
  • Assets/TrackedKeyboard/Scenes/TrackedKeyboard.unity — main sample scene
  • Assets/TrackedKeyboard/ScriptableObjects/ — boundary-visual configuration
  • RuntimeActionBindings.json — input action bindings
  • LICENSE.txt — MIT for most of the project; Text Mesh Pro files are under Unity's Companion License

Quest / Horizon-specific notes

  • A physical Bluetooth keyboard must be paired and tracking-enabled in headset settings (Settings → Devices → Keyboard) before the sample is meaningful — there is also an in-app Connect button as a fallback.
  • The feature requires a sufficiently new Horizon OS build; older devices/OS versions silently lose the tracked-keyboard surface. Check OS version on the device before debugging "no keyboard outline" reports.
  • Keyboard tracking degrades in bad lighting, and the estimated desk height is derived from the keyboard's tracked position — both are README-documented limitations, not bugs to chase.
  • The sample includes a Custom Pointable Canvas Module as a temporary mouse/keyboard input shim until Interaction SDK gains first-class mouse/keyboard support; per the README it can be removed once that lands. Don't refactor it away prematurely.
  • Hand proximity to the keyboard is driven by capsule colliders added to CameraRig > TrackingSpace > LeftHandAnchor / RightHandAnchor; preserve these when modifying the rig.
  • Before first build, run Meta > Tools > Project Setup > Fix All for both Android and Standalone, as the README integration steps require.

Read the full file on GitHub · 41 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago First seen · 41 lines · 889 tokens per session scan A 1ffcfb6183aa

Subscribe to this mod's changes

Unity-TrackedKeyboard AGENTS.md is an instructions file published in the GitHub repository oculus-samples/Unity-TrackedKeyboard (11 stars, last pushed 3mo ago), licensed MIT. It adds 889 tokens to every session, about $0.0044 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.